- Messages
- 1,041
- Country

Hi everyone!
Looking through SDK and online resources, I found almost no info on how to actually place decals on surfaces of 3D objects (not ground polygons). So, I went on to do some tests, and the only way I can deduce how to do it is:
While this works fine, I was hoping there was a more elegant way of overlaying 2 materials on a single surface or something.
So, is this workflow correct?
Ok, so assuming this is the correct workflow, here is the result:
There are two polygons on this geometry, one right on top of the other (or, in front of the other, in this case), and since this is a DECAL material, its properties prevent it from Z-fighting with the background wall.
This is working fine, however, I'd like to have the underlying material's NORMAL map (vertical siding effect) to show on (or through) the decal as well, as if the decal is painted on the vertical siding. Right now, I have the horizontal siding map applied to the DECAL material, and it works fine. But obviously, that's not the effect I am looking for. I suppose I could have the same normal map applied to the decal as well, but that would require some precise UV sizing an matching, which I'd like to avoid.
One thing I am going to test is, set the transparency of the decal to, say, 80%, and let the background surface normal map show through. However, this will cause the decal to become washed out a bit, and I want decal's full, vibrant colors to show.
Any hints or pointers on how to accomplish this?
Looking through SDK and online resources, I found almost no info on how to actually place decals on surfaces of 3D objects (not ground polygons). So, I went on to do some tests, and the only way I can deduce how to do it is:
- Clone the polygon you are trying to put a decal on
- Assign it a decal material with BLEND alpha mode and a decal texture (containing transparency, if irregular shape)
- Set a draw order value (as per SDK, I guess a higher number indicates the decal priority)
While this works fine, I was hoping there was a more elegant way of overlaying 2 materials on a single surface or something.
So, is this workflow correct?
Ok, so assuming this is the correct workflow, here is the result:
There are two polygons on this geometry, one right on top of the other (or, in front of the other, in this case), and since this is a DECAL material, its properties prevent it from Z-fighting with the background wall.
This is working fine, however, I'd like to have the underlying material's NORMAL map (vertical siding effect) to show on (or through) the decal as well, as if the decal is painted on the vertical siding. Right now, I have the horizontal siding map applied to the DECAL material, and it works fine. But obviously, that's not the effect I am looking for. I suppose I could have the same normal map applied to the decal as well, but that would require some precise UV sizing an matching, which I'd like to avoid.
One thing I am going to test is, set the transparency of the decal to, say, 80%, and let the background surface normal map show through. However, this will cause the decal to become washed out a bit, and I want decal's full, vibrant colors to show.
Any hints or pointers on how to accomplish this?
Last edited:


